The UAC Base -- Doom II version
The UAC Base -- Doom II version
Communications have ceased coming in from a major UAC military base/supply depot/ refueling center in North America. Also, before this happened, the base's chief administrator filed some classified reports with UAC headquarters. These reports expressed his suspicions that some of the base's staff were practicing occult rituals in a secret area of the basement somewhere. As of this time, no one has been able to find these areas. We're sending you in to find out what's going on and 'clean up' if necessary. We're arming you with a pistol only, since this base is one of the leading UAC military supply depots on the planet, with 3 armories stocked with weapons. If you need offensive weapons, seek the armories.
================================================================ Title : The UAC Base -- Doom II version Filename : UACBASE2.WAD Author : Brian J. "B.J. Blazkowicz" Rowan Email Address : CIS: 73552,3423 Internet: <email removed> Misc. Author Info : Well, let's just say that if it uses the Doom engine, I'll buy it. :) Heretic's great. Wish iD would hurry up with Quake, but then, don't we all. <g> Description : Communications have ceased coming in from a major UAC military base/supply depot/ refueling center in North America. Also, before this happened, the base's chief administrator filed some classified reports with UAC headquarters. These reports expressed his suspicions that some of the base's staff were practicing occult rituals in a secret area of the basement somewhere. As of this time, no one has been able to find these areas. We're sending you in to find out what's going on and 'clean up' if necessary. We're arming you with a pistol only, since this base is one of the leading UAC military supply depots on the planet, with 3 armories stocked with weapons. If you need offensive weapons, seek the armories. The Doom 1 version : Yes, there's a Doom 1 version of UACBASE2.WAD; I try to cater to everyone. Get the Doom 1 version, UACBASE.ZIP, at the same place where you got this one. By the way -- the Doom 1 version is the original. Additional Credits to : Okay, here's the mile-long credits list... * id Software for Doom (of course!) * Raphael Quin?t & Brendon Wyber for DEU * Antony Burden & Simon Oke for DETH * Olivier Montanuy for DeuTex * Colin Reed for BSP (that essential tool!) * Scott Armspoker for his expertise on aligning textures, and his famous OPOST21.WAD * Bjorn Hermans and Holger Nathrath, especially Holger, for the best d*mn 24 Doom levels in the history of the world: SERENITY, ETERNITY, and INFINITY! If you haven't played these, you haven't played quality Doom. Get 'em at the official Doom FTP site: wcarchive.cdrom.com. ================================================================ * Play Information * Doom II Map # : MAP20 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes (way too big for this, though) Difficulty Settings : Yes New Sounds : No New Graphics : Yes New Music : No Executable Patch : Yes (for DeHackEd v2.3, & possibly above) Demos Replaced : None * Construction * Base : New level from scratch Build Time : I think I started the Doom 1 version in 1994 Editor(s) used : * Doom Editor Utility (DEU) 5.21 GO32 * Doom Editor for Total Headcases (DETH), version 2.0-whatever * DEUTEX v2.9 - 3.1 * BSP version 1.2x Known Bugs : None that I know of. And if there were any, why wouldn't I have fixed them by now? ================================================================ * Copyright / Permissions * Authors MAY NOT use this level as a base to build additional levels. You can borrow my texture schemes, etc., but I don't want to see any portion of this level in anyone else's. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. * Where to get this WAD * FTP sites: I'll try to get it on wcarchive.cdrom.com (the /pub/doom/newstuff directory) BBS numbers: None (yet) Other: CompuServe (Action Games Forum) ================================================================ And now, here's a story for your enjoyment. ================================================================ The UAC Base Mission Logs BLAZKOWICZ, 10.JAN.28 01:22:05 Whew; I was wondering when I was going to get a chance to catch my breath and record what's happened thus far. As soon as I set foot in the building I knew that something had gone wrong. The emergency signal lights on the walls are flashing, all the personnel are either missing or dead, but most importantly, there's monsters running all over the fraggin' base! And me without my chaingun. I'm still looking for some heavy artillery. The mission briefing spoke of armories. I didn't see so much as a buckshot shell let alone an armory full of 'em until I'd explored a little. The base computer took 30 seconds running checks on me before it determined I was allowed security access and opened the armory door. In the meantime, I'd found a shotgun and a box of shells by the exhaust vent on the roof and was busy duking it out with some of those brown bastards when the door sprang open. I loaded up on shotguns and bullets and went on my way. Unfortunately, I took some heavy damage just getting in here. Had to let loose about 50 slugs before I got my hands around the shaft of this shotgun; only 22 bullets left now. Looks like there's plenty of medical kits and plasti-flesh in MedBay A; I ran in and out of there a few minutes ago and took a visual inventory (as well as a few stimpacks) while I was there. The MedBays are swarming with walking dead carrying shotguns; I took some buckshot in my right arm while I was searching for some ammo. Speaking of health, it looks like there's one of those experimental revitalizing chambers in MedBay A. I had no idea that this base had such modern facilities. I didn't get the chance to access the chamber to see if it was hooked up, because the door to it slammed in my face as soon as I got near it. It's sealed now; appears to be remote-activated via switch. Must'a been one of those damn proximity sensors. The computer mainframes are stored in a little room at the western end of the base. The minute I set foot in there, though, I triggered a security system and released a swarm of those pink demons. Ran my shotgun dry in that skirmish; was reduced to the pistol until I picked up a few more shells in the conference room. That room is full of dead bodies. Looks like some of the UAC execs were in conference when these creatures showed up. Oh well, I never liked those pencil- pushers anyway. While I was picking up a few scattered clips in the computer room, I happened to notice a door marked with some very obvious poison warning symbols. Upon opening it, three flaming skulls leapt out at me from within. Once I'd cleared them away, I found the room beyond was full of radioactive heavy-water; it must have been a storage tank for used nuclear fuel rods at one time. It's highly radioactive and useless now. Only significant thing about this room is how the walls in the northwest corner aren't stained with nukage. They look as if they've just recently been replaced... I haven't searched the storage bays or any other part of the base yet, but my mission briefing says that there's some construction work in progress; some kind of addition to the basement. Floor plans indicate that the basement is built 10 meters below ground. It's obviously not used as a fallout shelter; there's nukage storage pits down there that kind of defeat that purpose. So why is it so far underground? I see on this blueprint that a service elevator was temporarily added to the basement level that takes you about 6 meters down to a network of old mining tunnels. I guess once all the ore had been cleaned out of the tunnels beneath the base, UAC bought the property and is working on turning it into a toxic chemical refinery. About the armories being locked, the briefing reports say that a master control switch was installed somewhere that automatically opens all the armories. I guess it was supposed to be used in an emergency situation when the troops needed to don some armor and defend the installation. The locked door to the armory up here tells me that switch was never tripped. Why didn't someone have the sense to throw it? They could have hidden in the armories and fragged the demons through the windows. And there's one more thing these blueprints indicate --somewhere, connected to the basement and kept locked under medical access, is a morgue. It's supposed to be for the storage of killed-in-action troops while they await a formal funeral. I am not exactly looking forward to going down there... ********** BLAZKOWICZ, 10.JAN.28 02:01:46 It's me again. Made it down to the basement. Took a lot of doing and a lot of ammunition to get here. The stairs were enough of an obstacle as they were; I nearly tripped and killed myself on those narrow steps at least half a dozen times. What is it with the lighting in these bases, anyway? Managed to find the executive access card. Haven't found the door it opens yet. I've been reading some of the former staff's personal logs as I come across them. Found a log by some guy named McKinnons that worked down in the morgue I spoke about earlier. He was complaining about how, late at night, the embalming room fills with the smell of smoke or burning incense. Apparently this guy knew about the occult stuff, too, because he talks about how he suspects "them" of sacrificing stuff to complete their 'rites of opening'. If that means these sickos were trying to open portals to other planes, they must have succeeded. I'm surrounded by dead heaps of the results. **********